Files
VVVVVV/desktop_version/src/Screen.cpp
Misa 19a83853b8 Default width and height settings to 640x480
While the window is initialized with 640x480, the screen settings
defaulted to 320x240, which is a tiny window. The screen settings take
priority over the initialized window, so people with no previous
settings file will get 320x240. This makes it so they get 640x480
instead.

The window is still initialized to 640x480 (constants used for clarity)
just in case there's some weirdness if it's initialized to a potentially
odd resolution from the user's settings file.
2023-01-16 12:45:40 -08:00

373 lines
9.0 KiB
C++

#define GAMESCREEN_DEFINITION
#include "Screen.h"
#include <SDL.h>
#include "Alloc.h"
#include "Constants.h"
#include "FileSystemUtils.h"
#include "Game.h"
#include "GraphicsUtil.h"
#include "Vlogging.h"
void ScreenSettings_default(struct ScreenSettings* _this)
{
_this->windowWidth = SCREEN_WIDTH_PIXELS * 2;
_this->windowHeight = SCREEN_HEIGHT_PIXELS * 2;
_this->fullscreen = false;
_this->useVsync = true; // Now that uncapped is the default...
_this->scalingMode = SCALING_INTEGER;
_this->linearFilter = false;
_this->badSignal = false;
}
void Screen::init(const struct ScreenSettings* settings)
{
m_window = NULL;
m_renderer = NULL;
m_screenTexture = NULL;
m_screen = NULL;
isWindowed = !settings->fullscreen;
scalingMode = settings->scalingMode;
isFiltered = settings->linearFilter;
vsync = settings->useVsync;
SDL_SetHintWithPriority(
SDL_HINT_RENDER_SCALE_QUALITY,
isFiltered ? "linear" : "nearest",
SDL_HINT_OVERRIDE
);
SDL_SetHintWithPriority(
SDL_HINT_RENDER_VSYNC,
vsync ? "1" : "0",
SDL_HINT_OVERRIDE
);
// Uncomment this next line when you need to debug -flibit
// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
SDL_CreateWindowAndRenderer(
SCREEN_WIDTH_PIXELS * 2,
SCREEN_HEIGHT_PIXELS * 2,
SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI,
&m_window,
&m_renderer
);
SDL_SetWindowTitle(m_window, "VVVVVV");
LoadIcon();
// FIXME: This surface should be the actual backbuffer! -flibit
m_screen = SDL_CreateRGBSurface(
0,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS,
32,
0x00FF0000,
0x0000FF00,
0x000000FF,
0xFF000000
);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS
);
badSignalEffect = settings->badSignal;
ResizeScreen(settings->windowWidth, settings->windowHeight);
}
void Screen::destroy(void)
{
/* Order matters! */
VVV_freefunc(SDL_DestroyTexture, m_screenTexture);
VVV_freefunc(SDL_FreeSurface, m_screen);
VVV_freefunc(SDL_DestroyRenderer, m_renderer);
VVV_freefunc(SDL_DestroyWindow, m_window);
}
void Screen::GetSettings(struct ScreenSettings* settings)
{
int width, height;
GetWindowSize(&width, &height);
settings->windowWidth = width;
settings->windowHeight = height;
settings->fullscreen = !isWindowed;
settings->useVsync = vsync;
settings->scalingMode = scalingMode;
settings->linearFilter = isFiltered;
settings->badSignal = badSignalEffect;
}
#ifdef __APPLE__
/* Apple doesn't like icons anymore... */
void Screen::LoadIcon(void)
{
}
#else
SDL_Surface* LoadImage(const char* filename);
void Screen::LoadIcon(void)
{
SDL_Surface* icon = LoadImage("VVVVVV.png");
if (icon == NULL)
{
return;
}
SDL_SetWindowIcon(m_window, icon);
VVV_freefunc(SDL_FreeSurface, icon);
}
#endif /* __APPLE__ */
void Screen::ResizeScreen(int x, int y)
{
static int resX = SCREEN_WIDTH_PIXELS;
static int resY = SCREEN_HEIGHT_PIXELS;
if (x != -1 && y != -1)
{
// This is a user resize!
resX = x;
resY = y;
}
if (!isWindowed || isForcedFullscreen())
{
int result = SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
if (result != 0)
{
vlog_error("Error: could not set the game to fullscreen mode: %s", SDL_GetError());
return;
}
}
else
{
int result = SDL_SetWindowFullscreen(m_window, 0);
if (result != 0)
{
vlog_error("Error: could not set the game to windowed mode: %s", SDL_GetError());
return;
}
if (x != -1 && y != -1)
{
SDL_SetWindowSize(m_window, resX, resY);
SDL_SetWindowPosition(m_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
}
}
if (scalingMode == SCALING_STRETCH)
{
int winX, winY;
GetWindowSize(&winX, &winY);
int result = SDL_RenderSetLogicalSize(m_renderer, winX, winY);
if (result != 0)
{
vlog_error("Error: could not set logical size: %s", SDL_GetError());
return;
}
result = SDL_RenderSetIntegerScale(m_renderer, SDL_FALSE);
if (result != 0)
{
vlog_error("Error: could not set scale: %s", SDL_GetError());
return;
}
}
else
{
SDL_RenderSetLogicalSize(m_renderer, SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
int result = SDL_RenderSetIntegerScale(m_renderer, (SDL_bool) (scalingMode == SCALING_INTEGER));
if (result != 0)
{
vlog_error("Error: could not set scale: %s", SDL_GetError());
return;
}
}
}
void Screen::ResizeToNearestMultiple(void)
{
int w, h;
GetWindowSize(&w, &h);
// Check aspect ratio first
bool using_width;
int usethisdimension, usethisratio;
if ((float) w / (float) h > 4.0 / 3.0)
{
// Width is bigger, so it's limited by height
usethisdimension = h;
usethisratio = SCREEN_HEIGHT_PIXELS;
using_width = false;
}
else
{
// Height is bigger, so it's limited by width. Or we're exactly 4:3 already
usethisdimension = w;
usethisratio = SCREEN_WIDTH_PIXELS;
using_width = true;
}
int floor = (usethisdimension / usethisratio) * usethisratio;
int ceiling = floor + usethisratio;
int final_dimension;
if (usethisdimension - floor < ceiling - usethisdimension)
{
// Floor is nearest
final_dimension = floor;
}
else
{
// Ceiling is nearest. Or we're exactly on a multiple already
final_dimension = ceiling;
}
if (final_dimension == 0)
{
// We're way too small!
ResizeScreen(SCREEN_WIDTH_PIXELS, SCREEN_HEIGHT_PIXELS);
return;
}
if (using_width)
{
ResizeScreen(final_dimension, final_dimension / 4 * 3);
}
else
{
ResizeScreen(final_dimension * 4 / 3, final_dimension);
}
}
void Screen::GetWindowSize(int* x, int* y)
{
if (SDL_GetRendererOutputSize(m_renderer, x, y) != 0)
{
vlog_error("Could not get window size: %s", SDL_GetError());
/* Initialize to safe defaults */
*x = SCREEN_WIDTH_PIXELS;
*y = SCREEN_HEIGHT_PIXELS;
}
}
void Screen::UpdateScreen(SDL_Surface* buffer, SDL_Rect* rect )
{
if((buffer == NULL) && (m_screen == NULL) )
{
return;
}
if(badSignalEffect)
{
buffer = ApplyFilter(buffer);
}
ClearSurface(m_screen);
BlitSurfaceStandard(buffer,NULL,m_screen,rect);
if(badSignalEffect)
{
VVV_freefunc(SDL_FreeSurface, buffer);
}
}
const SDL_PixelFormat* Screen::GetFormat(void)
{
return m_screen->format;
}
void Screen::FlipScreen(const bool flipmode)
{
static const SDL_Rect filterSubrect = {1, 1, 318, 238};
SDL_RendererFlip flip_flags;
if (flipmode)
{
flip_flags = SDL_FLIP_VERTICAL;
}
else
{
flip_flags = SDL_FLIP_NONE;
}
SDL_UpdateTexture(
m_screenTexture,
NULL,
m_screen->pixels,
m_screen->pitch
);
SDL_RenderCopyEx(
m_renderer,
m_screenTexture,
isFiltered ? &filterSubrect : NULL,
NULL,
0.0,
NULL,
flip_flags
);
SDL_RenderPresent(m_renderer);
SDL_RenderClear(m_renderer);
ClearSurface(m_screen);
}
void Screen::toggleFullScreen(void)
{
isWindowed = !isWindowed;
ResizeScreen(-1, -1);
if (game.currentmenuname == Menu::graphicoptions)
{
/* Recreate menu to update "resize to nearest" */
game.createmenu(game.currentmenuname, true);
}
}
void Screen::toggleScalingMode(void)
{
scalingMode = (scalingMode + 1) % NUM_SCALING_MODES;
ResizeScreen(-1, -1);
}
void Screen::toggleLinearFilter(void)
{
isFiltered = !isFiltered;
SDL_SetHintWithPriority(
SDL_HINT_RENDER_SCALE_QUALITY,
isFiltered ? "linear" : "nearest",
SDL_HINT_OVERRIDE
);
SDL_DestroyTexture(m_screenTexture);
m_screenTexture = SDL_CreateTexture(
m_renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
SCREEN_WIDTH_PIXELS,
SCREEN_HEIGHT_PIXELS
);
}
void Screen::toggleVSync(void)
{
vsync = !vsync;
SDL_RenderSetVSync(m_renderer, (int) vsync);
}
/* FIXME: Launching in forced fullscreen then exiting and relaunching in normal
* mode will result in the window having fullscreen size but being windowed. */
bool Screen::isForcedFullscreen(void)
{
/* This is just a check to see if we're on a desktop or tenfoot setup.
* If you're working on a tenfoot-only build, add a def that always
* returns true!
*/
return SDL_GetHintBoolean("SteamTenfoot", SDL_FALSE);
}